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Description
Traditional usability methods in Human-Computer Interaction (HCI) have been extensively used to understand the usability of products. Measurements of user experience (UX) in traditional HCI studies mostly rely on task performance and observable user interactions with the product or services, such as usability tests, contextual inquiry, and subjective self-report data,

Traditional usability methods in Human-Computer Interaction (HCI) have been extensively used to understand the usability of products. Measurements of user experience (UX) in traditional HCI studies mostly rely on task performance and observable user interactions with the product or services, such as usability tests, contextual inquiry, and subjective self-report data, including questionnaires, interviews, and usability tests. However, these studies fail to directly reflect a user’s psychological involvement and further fail to explain the cognitive processing and the related emotional arousal. Thus, capturing how users think and feel when they are using a product remains a vital challenge of user experience evaluation studies. Conversely, recent research has revealed that sensor-based affect detection technologies, such as eye tracking, electroencephalography (EEG), galvanic skin response (GSR), and facial expression analysis, effectively capture affective states and physiological responses. These methods are efficient indicators of cognitive involvement and emotional arousal and constitute effective strategies for a comprehensive measurement of UX. The literature review shows that the impacts of sensor-based affect detection systems to the UX can be categorized in two groups: (1) confirmatory to validate the results obtained from the traditional usability methods in UX evaluations; and (2) complementary to enhance the findings or provide more precise and valid evidence. Both provided comprehensive findings to uncover the issues related to mental and physiological pathways to enhance the design of product and services. Therefore, this dissertation claims that it can be efficient to integrate sensor-based affect detection technologies to solve the current gaps or weaknesses of traditional usability methods. The dissertation revealed that the multi-sensor-based UX evaluation approach through biometrics tools and software corroborated user experience identified by traditional UX methods during an online purchasing task. The use these systems enhanced the findings and provided more precise and valid evidence to predict the consumer purchasing preferences. Thus, their impact was “complementary” on overall UX evaluation. The dissertation also provided information of the unique contributions of each tool and recommended some ways user experience researchers can combine both sensor-based and traditional UX approaches to explain consumer purchasing preferences.
ContributorsKula, Irfan (Author) / Atkinson, Robert K (Thesis advisor) / Roscoe, Rod D. (Thesis advisor) / Branaghan, Russell J (Committee member) / Arizona State University (Publisher)
Created2018
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Description
In the United States, seasonal influenza is responsible for enormous medical costs and lost earnings as well as thousands of deaths. Medical masks are effective non-pharmaceutical preventions for minimizing the spread of illness in the event of an influenza outbreak. However, people in the United States rarely wear face masks

In the United States, seasonal influenza is responsible for enormous medical costs and lost earnings as well as thousands of deaths. Medical masks are effective non-pharmaceutical preventions for minimizing the spread of illness in the event of an influenza outbreak. However, people in the United States rarely wear face masks the way many people in Asian countries do.

In a previous study of public response to the 2009 influenza A H1N1 pandemic, 71% of United States respondents supported the recommendation to wear a mask during the flu outbreak, while only 8% of respondents reported they wore a mask in public to protect themselves from getting sick. What are the factors that cause this gap? The purpose of this exploratory study is to identify barriers to the wearing of masks among adults in the United States.

The research was conducted through an online survey of 84 American residents via the Survey Monkey Audience service to collect their opinions on influenza, mask-wearing, and the perceived barriers to wearing face masks for flu prevention. The results are presented in the descriptive analysis and the non-parametric analysis.

The results showed a barrier against social interaction is a significant factor (p=0.003) regarding the impact between flu experience and the perceived barriers. The participants believed mask-wearing may lead other people difficult to perceiving their feelings. Regarding the relationship between mask-wearing experience and the perceived barriers, there were significant differences in perceived benefits (p=0.028), perceived risks (p= 0.003), and social value (p=0.021). Participants who have had worn masks had perceived higher benefits of mask-wearing, higher risks of catching the flu, and a higher agreement of importance to protect other people from getting the flu from them. The most common perceived barrier among the participants is product satisfaction. 85.71% of the participants agreed that wearing face masks is uncomfortable. 80.95% of the participants agreed with the importance to wear face masks as it protects other people from getting the flu from them, but only 37.5% of the participants with flu history had worn face masks.

By examining barriers to the wearing of masks for influenza prevention, this study can assess public willingness to adopt personal prevention behaviors and provide information for related policies in the future.
ContributorsHung, Yu-Wen (Author) / Herring, Donald (Thesis advisor) / Velasquez, Joseph (Committee member) / Lamb, Gerri (Committee member) / Arizona State University (Publisher)
Created2018
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Description
Emerging technologies, such as augmented reality (AR), are growing in popularity and accessibility at a fast pace. Developers are building more and more games and applications with this technology but few have stopped to think about what the best practices are for creating a good user experience (UX). Currently, there

Emerging technologies, such as augmented reality (AR), are growing in popularity and accessibility at a fast pace. Developers are building more and more games and applications with this technology but few have stopped to think about what the best practices are for creating a good user experience (UX). Currently, there are no universally accepted human-computer interaction guidelines for augmented reality because it is still relatively new. This paper examines three features - virtual content scale, indirect selection, and virtual buttons - in an attempt to discover their impact on the user experience in augmented reality. A Battleship game was developed using the Unity game engine with Vuforia, an augmented reality platform, and built as an iOS application to test these features. The hypothesis was that both virtual content scale and indirect selection would result in a more enjoyable and engaging user experience whereas the virtual button would be too confusing for users to fully appreciate the feature. Usability testing was conducted to gauge participants' responses to these features. After playing a base version of the game with no additional features and then a second version with one of the three features, participants rated their experiences and provided feedback in a four-part survey. It was observed during testing that people did not inherently move their devices around the augmented space and needed guidance to navigate the game. Most users were fascinated with the visuals of the game and two of the tested features. It was found that movement around the augmented space and feedback from the virtual content were critical aspects in creating a good user experience in augmented reality.
ContributorsBauman, Kirsten (Co-author) / Benson, Meera (Co-author) / Olson, Loren (Thesis director) / LiKamWa, Robert (Committee member) / School of the Arts, Media and Engineering (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
ContributorsDavin, Colin (Performer) / ASU Library. Music Library (Publisher)
Created2018-10-05
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Description
Natural Language Processing and Virtual Reality are hot topics in the present. How can we synthesize these together in order to make a cohesive experience? The game focuses on users using vocal commands, building structures, and memorizing spatial objects. In order to get proper vocal commands, the IBM Watson API

Natural Language Processing and Virtual Reality are hot topics in the present. How can we synthesize these together in order to make a cohesive experience? The game focuses on users using vocal commands, building structures, and memorizing spatial objects. In order to get proper vocal commands, the IBM Watson API for Natural Language Processing was incorporated into our game system. User experience elements like gestures, UI color change, and images were used to help guide users in memorizing and building structures. The process to create these elements were streamlined through the VRTK library in Unity. The game has two segments. The first segment is a tutorial level where the user learns to perform motions and in-game actions. The second segment is a game where the user must correctly create a structure by utilizing vocal commands and spatial recognition. A standardized usability test, System Usability Scale, was used to evaluate the effectiveness of the game. A survey was also created in order to evaluate a more descriptive user opinion. Overall, users gave a positive score on the System Usability Scale and slightly positive reviews in the custom survey.
ContributorsOrtega, Excel (Co-author) / Ryan, Alexander (Co-author) / Kobayashi, Yoshihiro (Thesis director) / Nelson, Brian (Committee member) / Computing and Informatics Program (Contributor) / School of Art (Contributor) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05
Description
The purpose of this creative project is to develop an Android application which teaches English speakers Sakha language. Sakha is the language of indigenous people of Sakha Republic in Russia's Far East region. There are approximately half of a million Sakha people. Creating Learn Sakha app will be useful for

The purpose of this creative project is to develop an Android application which teaches English speakers Sakha language. Sakha is the language of indigenous people of Sakha Republic in Russia's Far East region. There are approximately half of a million Sakha people. Creating Learn Sakha app will be useful for English speakers, who are descendants of Sakha but live in English-speaking countries, to learn Sakha language. For the application development, I utilized Android Studio environment and Java as the programming language. Additionally, I saved quiz questions in the JSON file to allow further scalability. Question class was created to hold the values extracted from JSON file. Also, I used Intents and SharedPrefences for saving user data. Progress bar, buttons, and onClick sound effects were used to enhance user experience. I shared the Learn Sakha app at different stages of development with my friends to gather user feedback. Overall, I learned how to create an application on Android Studio, improved my Java and troubleshooting skills. As the result of this creative project, I was able to develop a working Android application with four lessons, each with three stages. Currently, there are 16 Sakha words can be learned from the application. Repetition principle was used to improve learning of new words. I am planning to further develop Learn Sakha app as an open source project and attract developers, linguists, and designers to advance the improvements. Furthermore, this app can be extended to learn Sakha from Russian and be shared with other small languages, currently neglected by large language-learning platforms.
ContributorsEverstova, Rozaliya (Author) / Sipka, Danko (Thesis director) / Ahmad, Altaf (Committee member) / Department of Information Systems (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Description
Increasing numbers of biomedical products have become eligible for over-the-counter sale in contemporary American consumer culture. What was once the realm of the clinical has moved into the realm of the domestic, with the consumer as the interpreter of health issues and communication. This dissertation examines the user experience with

Increasing numbers of biomedical products have become eligible for over-the-counter sale in contemporary American consumer culture. What was once the realm of the clinical has moved into the realm of the domestic, with the consumer as the interpreter of health issues and communication. This dissertation examines the user experience with the marketing and design of packaging of home pregnancy tests. Studies indicate that more than one-third of women of reproductive age in the U.S. have used a home pregnancy test, yet the test is marketed to a specific demographic of user: one who is white, affluent, and married. How are users’ experiences affected, and how do different methodological frameworks yield results for the study of these user experiences?

In this project, I conduct a series of methodological case studies to show how each reveal various aspects of the user experience of home pregnancy testing. I begin with a case study of three brands of home pregnancy tests, using visual-material rhetorical analysis to uncover the cultural values implicit in packaging. I then move to two case studies involving the results of a National Institutes of Health survey of pregnancy test users. I employ a thematic analysis framework to analyze demographic information about users and to contextualize their narratives. I also conduct corpus linguistics and semantic network analysis with the same data set to model patterns in language. From these varying approaches, each with different underlying assumptions, nuanced aspects of the user experience with the product and its communication emerge. For example, the user’s life circumstances change from initial to subsequent pregnancy test purchase and use so as to suggest more desire for a positive result with subsequent testing, yet many users across these categories express some degree of discomfort when purchasing this product.

I conclude with suggestions based on this research for more ethically informed pregnancy test marketing, and outline avenues for future research for evaluation of home pregnancy test user experience. I finally discuss the implications of multiple methodological approaches for transdisciplinary humanities project design, implementation, and evaluation, with emphasis on the digital and medical humanities.
ContributorsOpel, Dawn S (Author) / Goggin, Maureen Daly (Thesis advisor) / Daer, Alice R (Committee member) / Wernimont, Jacqueline (Committee member) / Arizona State University (Publisher)
Created2015
ContributorsSanchez, Armand (Performer) / Nordstrom, Nathan (Performer) / Roubison, Ryan (Performer) / ASU Library. Music Library (Publisher)
Created2018-04-13
ContributorsMiranda, Diego (Performer)
Created2018-04-06
ContributorsChan, Robbie (Performer) / McCarrel, Kyla (Performer) / Sadownik, Stephanie (Performer) / ASU Library. Music Library (Contributor)
Created2018-04-18